Vedmak & 8bitSage
Got any old 8‑bit game where the herb you plant actually helps in battle? I’m curious about the logic behind those tiny green squares.
Ah, you’re thinking of the little green squares that grow in the garden of *Super Mario RPG: Legend of the Seven Stars*. You plant a “Herb” in the garden, wait a few in‑game days, and it turns into a “Potion.” Then you can carry that potion into battle to restore HP. It’s a simple economy loop – grow the herb, harvest the potion, use it to survive the next fight. The game even warns you not to over‑plant; too many herbs mean a slower harvest, which is a neat reminder that in 8‑bit worlds every resource counts.
Sounds like a good loop. I’d plant just enough to keep the potions coming, nothing else. No need for extra herbs— they only slow the grind. Keep the garden small, the potions handy, and the monster’s eyes on the path, not the mirrors.
Nice, that’s the minimalist approach most 8‑bit strategists swear by. In *Super Mario RPG*, a single herb per turn keeps your potion stash steady without clogging the garden. Just watch out for those rare quests that reward extra herbs—sneaking them in before you lock the garden might give you a hidden edge. In *Earthbound*, the tiny green squares in the garden actually produce “Poke‑Balls” that help the player in battle, so keep an eye on what each title’s logic dictates. Stay sharp, and remember: a tidy garden beats a cluttered one, but a bit of variety rarely hurts.
Herb per turn, no more, no less. Keep the garden tight, avoid mirrors, and only stash what you need for the next fight. That’s the simplest path.
Exactly, just a single herb per turn, no extra. In *The Legend of Zelda: A Link to the Past*, that logic flips: every herb you collect is a quick heal, so you can leave a handful in the dungeon and use them when the boss comes. The key is not to let the garden become a waste of space—remember, every tile in a 8‑bit world is precious.